Month 4: April -- a new Plan!
- Karinett
- 8 hours ago
- 2 min read
April was a wild ride. We attended Jason Della Rocca’s full day Masterclass on the Business of Game Development—then met with him the next day to discuss our studio and project plans. The feedback we got completely shifted our direction and strategy. Another piece of the What’s The Plan puzzle clicked into place.
In hindsight, this pivot feels inevitable-- it's what we've always wanted to pursue, but held off on for more practical reasons. This new direction aligns with something I'm personally very passionate about and have always been excited to explore: building social hubs where play emerges organically—spaces that feel alive, where players create their own fun.
To me, game development is ultimately about crafting sandboxes, whether or not a game is made to appear that way. We design the rules, limits, and systems; players explore them.
If this sounds vague— what will players actually do here? Where’s the gameplay?— The answer -- play minigames together! I love minigames, and as a developer nothing excites me more than the idea of creating a suite of them, each with our own special What's The Plan flavor and spin.
So... What's The Plan?
Finish and ship Snowglobe --we're scoping this down.
Shift focus to a larger, more ambitious project, which incorporates many of our original (game) project plans -- but do this in all in a scalable manner. We're planning to make this experience available as soon as possible, so we can craft on-the-go with a live (early-access) player-base. More details to come soon!

Month 4
Tech
P4 restructuring
In-Game
Fixed penguin re-spawn issue (removed momentum/rotation bugs)
Implemented pinwheel mechanics (direction/push fixes) and spike traps
Fixed bug with "Next Level" button skipping levels
Built showcase levels for Zones 2-5 (asset/mechanic highlights)
Created snow/non-snow foliage variants for tile sets
SFX pass
Art
Modeled/rigged Fox/jelly characters (renders, logos)
Started human character modeling
Created spiked assets, flowers/grasses, and environmental props
Penguin rigging/weighting
Polished lighting and bloom effects
HUD UI pass
Business
Bank/accounting work
Business cards and stickers
Steam developer account setup
Attended Business Masterclass
Set up slide template, pitch deck, project timeline and budget breakdown sheets
Did our first pitch-- learned a lot, got valuable feedback
Business strategy/game direction rework
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